Long rectangular quads? Or neat squarish quads with tris?
Topology is a weird thing. It can be done a few different ways, and there isn't always a right answer. However, a few rules to keep in mind while modeling:


Edge loops should be around defining features and edges. For example, if you have a hole in your mesh, there should be a loop around it. It makes the shape easier to change and makes creasing the mesh with more edge loops much simpler.
Try to keep a quad based mesh. If you are forced to use a triangle or n-gon, try to hide it away on a flat surface, or a hidden part of the mesh, where, when it messes with the subsurface modifier, the distortion will not be as noticeable. 
Try to keep quads even sized and square. Otherwise you'll have weird stretching issues.


So, to answer your question, you want an edge loop around the bottom with squarish quads inside:



It will be easy to change the shape of your mesh and it will work nicely with the subsurface modifier.